ACE3/addons/interact_menu/functions/fnc_render.sqf

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/*
* Author: NouberNou and CAA-Picard
* Render all available nearby interactions
*
* Argument:
* None
*
* Return value:
* None
*
* Public: No
*/
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#include "script_component.hpp"
private ["_cursorPos1", "_cursorPos2", "_cursorVec", "_p1", "_p2", "_p", "_v", "_cp", "_forEachIndex", "_renderTargets", "_x", "_cursorScreenPos", "_closestDistance", "_closestSelection", "_pos", "_sPos", "_disSq", "_closest", "_cTime", "_delta", "_foundTarget", "_misMatch", "_hoverPath", "_i"];
_foundTarget = false;
_cursorPos1 = positionCameraToWorld [0, 0, 0];
_cursorPos2 = positionCameraToWorld [0, 0, 2];
GVAR(selfMenuScale) = (((worldToScreen (positionCameraToWorld [1,0,2])) select 0) -
((worldToScreen (positionCameraToWorld [0,0,2])) select 0)) / 0.6;
//systemChat format ["selfMenuScale: %1", GVAR(selfMenuScale)];
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GVAR(currentOptions) = [];
private ["_actionsVarName","_classActions","_objectActions","_target","_player","_action","_actionData","_active"];
_player = ACE_player;
if (GVAR(keyDown)) then {
// Render all nearby interaction menus
#define MAXINTERACTOBJECTS 3
private ["_numInteractObjects","_numInteractions"];
_numInteractObjects = 0;
_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 15];
{
_target = _x;
_numInteractions = 0;
// Prevent interacting with yourself or your own vehicle
if (_target != ACE_player && {_target != vehicle ACE_player}) then {
// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
{
// Only render them directly if they are base level actions
if (count (_x select 1) == 0) then {
// Try to render the menu
_action = [_x,[]];
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
};
};
} forEach GVAR(objectActionList);
// Iterate through base level class actions and render them if appropiate
_classActions = missionNamespace getVariable [_actionsVarName, []];
{
_action = _x;
// Try to render the menu
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
};
} forEach _classActions;
// Limit the amount of objects the player can interact with
if (_numInteractions > 0) then {
_numInteractObjects = _numInteractObjects + 1;
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};
};
if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
} forEach _nearestObjects;
} else {
if (GVAR(keyDownSelfAction)) then {
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// Render only the self action menu
_target = vehicle ACE_player;
// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
/*
{
_action = _x;
// Only render them directly if they are base level actions
if (count (_action select 7) == 1) then {
[_target, _action, 0, [180, 360]] call FUNC(renderMenu);
};
} forEach GVAR(objectActionList);
*/
// Iterate through base level class actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
_classActions = missionNamespace getVariable [_actionsVarName, []];
{
_action = _x;
_pos = (((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition);
[_target, _action, _pos] call FUNC(renderBaseMenu);
} forEach _classActions;
};
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};
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if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
// Draw the red selector only when there's no cursor
if !(uiNamespace getVariable [QGVAR(cursorMenuOpened),false]) then {
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selected_ca.paa", [1,0,0,1], _cursorPos2, 1, 1, 0, "", 0.5, 0.025, "TahomaB"];
};
_cursorScreenPos = [worldToScreen _cursorPos2, GVAR(cursorPos)] select (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]);
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_closestDistance = 1000000;
_closestSelection = -1;
{
_pos = _x select 1;
_sPos = worldToScreen _pos;
if(count _sPos > 0) then {
_disSq = (((_cursorScreenPos select 0) - (_sPos select 0))^2 + ((_cursorScreenPos select 1) - (_sPos select 1))^2);
if(_disSq < 0.0125 && _disSq < _closestDistance) then {
_closestDistance = _disSq;
_closestSelection = _forEachIndex;
};
};
} forEach GVAR(currentOptions);
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if(_closestSelection == -1) exitWith {};
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_closest = GVAR(currentOptions) select _closestSelection;
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_pos = _closest select 1;
_cTime = diag_tickTime;
_delta = _cTime - GVAR(lastTime);
GVAR(lastTime) = _cTime;
GVAR(rotationAngle) = GVAR(rotationAngle) + (180*_delta);
if(GVAR(rotationAngle) > 360) then {
GVAR(rotationAngle) = GVAR(rotationAngle) - 360;
};
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,.75], _pos, 0.6*SafeZoneW, 0.6*SafeZoneW, GVAR(rotationAngle), "", 0.5, 0.025, "TahomaB"];
_foundTarget = true;
GVAR(actionSelected) = true;
GVAR(selectedAction) = (_closest select 0) select 1;
GVAR(selectedTarget) = (GVAR(selectedAction)) select 2;
_misMatch = false;
_hoverPath = (_closest select 2);
if((count GVAR(lastPath)) != (count _hoverPath)) then {
_misMatch = true;
} else {
{
if !(_x isEqualTo (_hoverPath select _forEachIndex)) exitWith {
_misMatch = true;
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};
} forEach GVAR(lastPath);
};
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if(_misMatch && {diag_tickTime-GVAR(expandedTime) > 0.25}) then {
GVAR(startHoverTime) = diag_tickTime;
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GVAR(lastPath) = _hoverPath;
GVAR(expanded) = false;
} else {
if(!GVAR(expanded) && diag_tickTime-GVAR(startHoverTime) > 0.25) then {
GVAR(expanded) = true;
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// Start the expanding menu animation only if the user is not going up the menu
if !([GVAR(menuDepthPath),GVAR(lastPath)] call FUNC(isSubPath)) then {
GVAR(expandedTime) = diag_tickTime;
};
GVAR(menuDepthPath) = +GVAR(lastPath);
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// Execute the current action if it's run on hover
private "_runOnHover";
_runOnHover = ((GVAR(selectedAction) select 0) select 9) select 3;
if (_runOnHover) then {
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this = GVAR(selectedTarget);
_player = ACE_Player;
_target = GVAR(selectedTarget);
// Clear the conditions caches
["clearConditionCaches", []] call EFUNC(common,localEvent);
// Check the action conditions
_actionData = GVAR(selectedAction) select 0;
if ([_target, _player, _actionData select 6] call (_actionData select 4)) then {
[_target, _player, _actionData select 6] call (_actionData select 3);
};
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};
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};
};
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};
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if(!_foundTarget && GVAR(actionSelected)) then {
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GVAR(actionSelected) = false;
GVAR(expanded) = false;
GVAR(lastPath) = [];
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};
for "_i" from GVAR(iconCount) to (count GVAR(iconCtrls))-1 do {
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ctrlDelete (GVAR(iconCtrls) select _i);
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};
GVAR(iconCtrls) resize GVAR(iconCount);
GVAR(iconCount) = 0;